# PLAYER::_EAGLE_EYE_DISABLE_TRACKING_TRAIL

- **Hash:** `0x40AB73092C95B5F5`
- **Namespace:** PLAYER
- **Runtime name (Lua/JS):** `EagleEyeDisableTrackingTrail`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PLAYER/_EAGLE_EYE_DISABLE_TRACKING_TRAIL

## Signature

```c
void _EAGLE_EYE_DISABLE_TRACKING_TRAIL(Entity entity, const char* trail, Any p2, Any p3);
```

## Parameters

- `entity` (`Entity`)
- `trail` (`const char*`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
EagleEyeDisableTrackingTrail(entity, trail, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0x40AB73092C95B5F5, entity, trail, p2, p3)
```

### JavaScript

```js
EagleEyeDisableTrackingTrail(entity, trail, p2, p3);

// by hash
Citizen.invokeNative('0x40AB73092C95B5F5', entity, trail, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0x40AB73092C95B5F5, entity, trail, p2, p3);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
